<p class="source-note">From <a href="../core-rules/">Core Rules</a>. <a href="../lore-core-rules/">Read this book’s lore</a>. Readable tables and original source diagrams.</p>

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### GAME STRUCTURE

### ROUND SEQUENCE

Each round is split into three phases, each consisting of a number of steps resolved one at a time.

These are as follows:

### PRIORITY PHASE - SEE BELOW

During the Priority phase:

1. Ready Gangs: Each player gives each of their models a Ready marker.

2. Roll for Priority: Each player rolls for Priority.

### ACTION PHASE - SEE PAGE 60

During the Action phase:

Activate Gangs: Starting with the player who has Priority, players take turns choosing one of their Ready models to activate.

### END PHASE - SEE PAGE 81

During the End phase:

1. Bottle Checks: If a player had one or more models taken Out of Action this round, they will have to make a Bottle check for their gang.

2. Check for Victory: Players check who controls each objective and if either gang has won the scenario and so ends the battle.

3. Reinforcements: If either gang has Reinforcements, they arrive on the battlefield.

### THE PRIORITY PHASE

The Priority phase is split into the following steps:

1. Ready Gangs: Each player gives each of their models a Ready marker.

2. Roll for Priority: Each player rolls for Priority.

### 1. READY GANGS

Each player gives every one of their models on the battlefield a Ready marker.

### 2. ROLL FOR PRIORITY

Each player rolls a D6, whoever rolls the highest has Priority for the round. If both players roll the same, then whoever did not have Priority last round has Priority. If the first roll for Priority is a draw then players re-roll until one player wins.

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### THE ACTION PHASE

The Action phase consists of just one step:

1. Activate Gangs: Starting with the player who has Priority, players take turns to select one of their Ready models to activate.

### ACTIVATE GANGS

Wheh it is a player's turn, they choose one of their Ready models and activate them. When a model activates, they may perform two actions.

If one player has run out of models to activate, the other player can activate all of their remaining models in an order of their choosing. Once all models have activated, even if they performed no action during their activation, the Action phase ends.

### TYPES OF ACTION

The following section covers the types of actions models can perform when activated.

A model cannot perform two actions with the same name in the same activation, even if they are different action types, unless a rule specifically says they can (for example, the Rain of Blows skill).

Players should take note that whilst the actions a model can perform are based upon their current Status, performing an action can and will, in many cases, change their Status.

There are three types of action a model may perform when activated:

### SINGLE ACTIONS

Each Single action counts as one of their actions. If an activated model's first action is a Single action, it may fully resolve it before declaring its second action, though no action can be performed until the previous action has been completed.

### DOUBLE ACTIONS

Performing a Double action counts as making two actions. For example, if an Active model makes a Charge action, it will have used both of its actions and cannot perform another during this activation. If a model can only perform one action during its activation for any reason, it may not perform a Double action.

### FREE ACTIONS

Performing a Free action does not count as using one of your actions.

### CHANGING ACTION TYPE

Some effects may change an action's type; for example, when a model performs the Charge action, after they have moved they must perform a Fight action as a Free action.