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§2. How to Read the Rules

This chapter explains the core principles of how to interpret the rules and defines the key terminology used throughout this book. Understanding these concepts is the first step to mastering the game.

§2.1. Rules Interpretation

To ensure a fair and consistent experience, all rules in GLOOMGOD 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:

  1. Scenario Rules: These have the highest authority and override all other rules.

  2. Strategic Assets (e.g., Gambits): These can alter or ignore standard rules and Unit unique rules.

  3. Unit Rules (Traits, Skills, etc.): Unique rules listed on a Unit's profile override the Core Rules.

  4. Core Rules: The fundamental game mechanics found in this book, which apply unless overridden by a higher-level rule.

Additional Principles

  • "Cannot" Overrides "Must": If one rule states that a Unit cannot do something, and another rule states 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 Round Up: If any rule requires you to halve a number and the result is a fraction, always round up to the nearest whole number.

  • Resolving Disagreements: To maintain the game’s flow when a rule is unclear, first consult the official GODSGLOOM APP AI Rules Assistant. If the ambiguity persists, the next step 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

Action: A primary choice a unit can make during its Activation (e.g., Melee Attack Action, Move Action ).

adv. (adverb): A grammatical marker for a term that describes a direction or manner of an action (e.g., Directly Away).

Action: A primary choice a unit can make during its Activation (e.g., Melee Attack Action, Move Action ).

adj. (adjective): A grammatical marker for a term that describes a quality or condition of a unit or game element (e.g., Destroyed ).

Icon: A graphic element used as a shorthand for a specific rule or result

n.(noun): A grammatical marker for a person, place, thing, or concept. Most core game terms are nouns.

Game Component: A physical or digital piece used to track the game state.

Game Term – 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: A temporary designation for a unit or player during a specific interaction (e.g., Attacker , Defender ).

State: A fundamental condition a unit or game element can be in, which dictates what it can or cannot do (e.g., ⛓️Engaged , 🔓Unengaged , Destroyed ).

Attack Property: A quality an attack gains from pre-conditions, such as movement or positioning (e.g., Charge property , Flanking Attack ).

Attack Effect: A set of keywords that modify an attack, often applying additional results after damage is dealt (e.g., Demoralizing [X] , Concussive ).

Terrain Keyword: A rule associated with a terrain hex that affects units or actions within it (e.g., Difficult , Cover ).

MAX (Availability) - n. (Constraint) The hard limit on how many copies of this specific Unit Profile can be included in a single army.

TC (Tribute Cost) - n. (Characteristic). A deployment tax representing a unit’s rarity and strategic burden. On a Unit Profile, this cost is determined by the number of ◆ icons displayed: - (No icon): 0 TC (Standard). - ◆ : 1 TC. ◆◆ : 2 TC. Usage: Your army has a fixed Tribute Cap (e.g., 5 TC). The total count of ◆ icons across all your chosen units cannot exceed this limit.

§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]: 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]: This rule can only be used once for the entire game. Once used, it cannot be used again.

[Single Reaction]: Any trait with this keyword uses up your reactive allowance for the current enemy activation. After using one such trait, no other single reaction traits can be used for this enemy unit activation.

[Exclusive Action]: A unit may only use one rule (ability, spell, etc.) with this restriction per phase.

§2.2.3. Game Structure Types

The Match(n.) (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(n.) (Game Term)A standard game lasts for 3 rounds.

Round - (n.) (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 - (n.)(Game Term) A fixed series of steps that must be resolved in a specific order to complete a Phase or a major part of the game (e.g., §7. The Round Sequence (RND)).

Phase(n.) (Game Term)A single, specific instruction within a Sequence (e.g., Phase SOG:10 → Pair in Command slate ).

Procedure - (n.)(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 - (n.) (Game Term)A single, specific instruction within a Procedure (e.g., Step MOV.10 → Start of Action ).

Mechanic - (n.) (Game Term)A specific, self-contained rule or system that governs a particular aspect of the game (e.g., the §8. Movement mechanic, the §10.⚜️Command Seals ).

Step

🩸Wound

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