01. SEQUENCE OF PLAY & THE TURN STRUCTURE
1.0 The Game Turn
- [RULE-01-1.0] Overview: "Dress on the Colors" uses a strict I-Go-You-Go (IGOUGO) turn structure, but it heavily features defensive reactions (Opportunity Fire, Evading, Closing Volleys) that keep the non-active player fully engaged. Each game turn consists of five phases.
2.0 Phase 1: Staff & Command Phase (Simultaneous)
- [RULE-01-2.1] Step 1.1: Staff Pip Generation: Both players roll for their Brigadier Staff Pips simultaneously based on their commander's trait (Aggressive: 1D3+1 pips | Reliable: 1D3 pips | Timid: 1D3/2 pips, rounded up).
- [RULE-01-2.2] Step 1.2: Brigade Fatigue Check: Assess Brigade casualties against the 30% (Hesitant) and 50% (Broken) thresholds.
- [RULE-01-2.3] Step 1.3: Staff Pip Reservation & Rally: Players may immediately spend pips to automatically rally units, or reserve pips (up to 1 pip) for the opponent's turn to trigger Defensive Reactions.
3.0 Phase 2: Active Maneuver & Assault Phase (Active Side)
- [RULE-01-3.1] Step 2.1: Free Standard Maneuvers: The Active Side executes standard movement for all units (Line 6 inches, Col 8 inches, Road 10/12 inches). Units moving freely cannot engage in assaults.
- [RULE-01-3.2] Reaction Window A: As active units move, the Reactive Side may trigger Opportunity Fire or Skirmish Evades.
- [RULE-01-3.3] Step 2.2: Special Orders (Pip Spends): The Active Side spends Staff Pips to declare Assaults, Double-Quick Moves, or remount Cavalry.
- [RULE-01-3.4] Reaction Window B (The 4.0" Line): When an assault crosses the 4.0" line, the Reactive Side may unleash a Closing Volley or Counter-Charge.
4.0 Phase 3: Active Ranged Combat Phase (Active Side)
- [RULE-01-4.1] Step 3.1: Firing Eligibility & Target Priority: Active units that chose "Hold Position" in Phase 2 may now fire. They must target the closest unengaged enemy (not locked in melee) within a 45° forward arc.
- [RULE-01-4.2] Step 3.2: Dice Pool & Shock Saves: Roll 1D6 per firing stand. Natural 6s trigger Shock Saves on the defender.
- [RULE-01-4.3] Step 3.3: Target Cover Saves & Casualties: Defender rolls cover saves. Every 2 unsaved hits permanently removes 1 physical stand.
- [RULE-01-4.4] Step 3.4: Gunsmoke Obscuration: Place a Smoke Marker touching the front center of the firing unit's base.
5.0 Phase 4: Assault & Melee Resolution Phase (Simultaneous)
- [RULE-01-5.1] Step 4.1: Close Combat Resolution: All units in physical base-to-base contact resolve melee.
- [RULE-01-5.2] Step 4.2: Opposed Melee Roll: Both sides roll 1D6 and add their Engaged Stands + Tactical Modifiers to generate a Final Shock Score.
- [RULE-01-5.3] Step 4.3: Winner Consolidates, Loser Retreats: The winner holds the ground (may pivot 2"). The loser takes 1 mandatory stand loss and falls back 6 inches Disordered. If the loser was already Disordered, they suffer an additional 1 Micro-Hit instead of a second Disorder marker.
6.0 Phase 5: Status, Smoke & Clean-up Phase (Joint)
- [RULE-01-6.1] Step 5.1: Smoke Dissipation: Remove Smoke Markers from units that moved, fought in melee, or held their fire this turn.
- [RULE-01-6.2] Step 5.2: Rally Lines: Disordered units may attempt a Natural Rally Check (Vet 3+, Reg 4+, Green 5+), or the Brigadier may spend unspent Pips to auto-rally units.
- [RULE-01-6.3] Step 5.3: End of Turn: Players swap Active/Reactive roles, and the Turn Counter is advanced.