§2. How to Read the Rules
This chapter serves as a reference library for core principles and terminology, rather than a linear tutorial. Sequential reading is not required—simply tap any keyword to instantly reveal its definition. Consult this section primarily to master mechanics or resolve specific rule interactions.
§2.1. Rules Interpretation
To ensure a fair and consistent experience, all rules in GODSGLOOM are governed by a few fundamental principles.
Rules Hierarchy: The most important principle is that a specific rule always overrides a general one.
If rules seem to contradict each other, their precedence is resolved in the following order, from highest to lowest authority:
Scenario Rules: These have the highest authority and override all other rules.
Strategic Asset: These can alter or ignore the Core rules and Unit Profile rules.
Unit Profile: Unique rules listed on a Unit's Profile override the Core Rules.
Core Rules: The fundamental game rules, which apply unless overridden by a higher-level rule.
Additional Principles
"CANNOT" overrides "MUST": If one rule says that a Unit cannot do something, and another rule says that it Must, the "Cannot" rule always wins. A Unit can never be forced to do something it is explicitly forbidden from doing.
Simultaneous Effects: If two or more effects would resolve at the exact same time, the Active Player decides the order in which to resolve them.
Always Rounded Upward: If any rule requires you to halve a number and the result is a fraction, this number is always Rounded upward to the nearest whole number.
Resolving Disagreements: To maintain flow when a rule is unclear, first consult the official GODSGLOOM APP AI Rules Assistant. If the ambiguity persists, the next decision depends on the setting:
In a tournament, a Judge's ruling is final;
In a casual game, players must immediately roll off, with the higher roll deciding the interpretation for that game only.
§2.2. Glossary Term Types
To maintain clarity, this rulebook uses a consistent set of term types, often noted in parentheses in a term's glossary entry.
§2.2.1. General Types
Game Component - (Category) A physical or digital piece used to track current settings.
Game Term - (Category) A specific word or phrase that holds a distinct mechanical meaning within the rules, often capitalized to distinguish it from common language (e.g., Line of Sight vs. just seeing).
Role - (Category) A temporary designation for a Unit or player during a specific interaction (e.g., Attacker , Defender ).
State - (Category) A fundamental condition a Unit or game element can be in, which dictates what it can or cannot do (e.g., Engaged , 🔓Unengaged , Destroyed ).
Action - (Category) A primary choice a Unit can make during its Activation (e.g., Melee Attack Action, Move Action ).
Attack Property - (Category) A quality an Attack gains from pre-conditions, such as movement or positioning (e.g., Charge , Flanking ).
Attack Effect - (Category) A set of keywords that modify an Attack applying additional results (e.g., [Demoralizing]).
Terrain Keyword - (Category) A rule associated with a Terrain Hex that affects a Unit or Action within it (e.g., Difficult , Cover).
Keyword [X] Notation - (Game Term)
Many Traits and Keywords in the rules are followed by a number in brackets, such as Tough [X]. The [X] is a variable placeholder. The specific numerical value for [X] is defined in the Unit's Profile, next to the keyword itself. This allows the same Traits to have different power levels for different Units.
§2.2.2. Usage Frequency
By default, a rule can be used every time its conditions are met. However, some powerful rules are limited. Their usage frequency is noted in brackets [ ] next to their name:
[Per Round] - (Restriction)
This rule can be used once [Per Round] by each Unit that has this Ability. It refreshes for every Unit at the start of each new Round.
[Per Game] - (Restriction)
This rule can be used once [Per Game] by each Unit that has this Ability.
[Single Reaction] - (Restriction)
Triggering Traits with [Single Reaction] consumes your (Reactive) Traits opportunity for the current Unit Activation. Once resolved, no other [Single Reaction] Traits may be Activated during this Enemy Activation.
[Exclusive Action] - (Restriction)
A Unit may only use one rule (Ability, Spell, etc.) with this Restriction [Per Round].
[Per Player] - (Restriction) A global limit applied to the controlling player, rather than individual Units. Even if multiple Friendly units possess this rule, it can be used only once by the player during the specified duration (e.g., [Per Player] [Per Round] means only one single use is allowed across the entire army [Per Round], regardless of how many Units have this rule)
[🔓Unengaged Only] - (Restriction) A conditional restriction indicating that a specific rule can be used only if the Unit is currently 🔓Unengaged State.
§2.2.3. Game Structure Types
The Match - (Game Term) Refers to a full Match between two players which consist of the: - 6.1. Start of the Match Sequence (SOM) - 6.2. The Game Sequence (GAME) - 6.3. End of Match Sequence (EOM).
The Game - (Game Term) A standard game lasts for 3 Rounds.
Round - (Game Term) The largest segment of gameplay , which contains a full Sequence of Phases. A standard Game consists of 3 Rounds, and the number of Activations available to each player decreases as The Game progresses: - Round 1: 5 Activations per player. - Round 2: 4 Activations per player. - Round 3: 3 Activations per player.
Sequence - (Game Term) A fixed series of Phases that must be resolved in a specific order (e.g., 7. The Round Sequence (RND)).
Phase - (Game Term) A single, specific instruction within a Sequence.(e.g., Phase SOG:10 → Pair in GODSGLOOM APP)
Procedure - (Game Term) A named, repeatable set of rules used to resolve a specific, common in-game process. Procedures are often referenced by other rules (e.g., Attack Test Procedure (ATC), Initiative Bid Procedure (BID)).
Step - (Game Term) A single, specific instruction within a Procedure (e.g., Step MOV.10 → Start of Action ).
Mechanic - (Game Term) A specific, self-contained rule system that governs a particular aspect of rules. (e.g., the 8. Movement Mechanic, the 10. Command Seals).
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