Ready → Draw → Initiative → Orders → End of Turn. This small checkpoint begins with spent and stunned cards and an empty hand. Your five-card teaching deck is drawn automatically; the partner’s hand is empty. Initiative rolls are fixed at 16 and 8. Play Orders, then pass consecutively to finish the turn. Real choices still pause resolution.
Lesson map 1. Your first strike 2. Build your starting army 3. Reinforce a supported rank 4. Equip the right character 5. Cast an Action 6. React or pass 7. Pass Order priority 8. Your practice round 9. Play a complete turn 10. Move and repair your formation
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Dwarven Forges vs Deverenian Empire Preparing
Battle line
Fixed d20 rolls: 16 · No rewards or account statistics
Independent decisions Preparing practice
Go to your hand
Only server-approved destinations are blue. Maneuvers spend a ready character and move within the same or an adjacent rank. Unsupported ranks require immediate falling-forward repair. Positions without a blue button are unavailable in this checkpoint.
Back
Full matches use normal rolls and the site’s current play-access rules. This practice round does not unlock rewards or certify mastery.
Your hand
No cards remaining in hand.
Phase & movement record Rules Tome reference · Orientation
Why can’t I choose that?
After choosing a card, only legal casters or recipients are highlighted. No highlight means no legal choice for that role now—not that the card is always unusable. Inspect its class, level and printed text, then check range and targeting or action timing .
Need a hint?
Equipment does not spend its host. Close Wounds does spend its caster. Quick Shielding adds its caster’s level to the target’s AC without spending the caster. Compare the fixed strike total with AC before choosing.
Blue marks your selected source; teal marks the recipient. Choices include the target before committing, so Back is safe. Unused Limited Orders are optional; this introductory exercise deliberately offers only the actions taught so far.
Review Reacts · Review equipment · Order priority rules
How this practice works Our teaching partner attacks with Squire Fendric when he is ready, then passes other Orders. Empty React windows, fixed rolls, and single-option rank repairs advance automatically. Genuine decisions still pause.
This exercise resolves End of Turn and stops before the next Ready phase. Wounds, spent orientation and permanent equipment remain; turn-long modifiers expire. It also stops if the battle ends or after 40 decisions. Replay tries a fresh position. Sessions last 24 hours; replay replaces only this exercise.
Your decisions & results
Back Use choice