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Thread: Runewars:: Rules:: Commonly Missed Rules

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by Artaterxes

CARDS
1. Do not replace a completed objective with a new one.
2. Discard and replace a successful quest immediately.
3. Do not discard a failed quest unless instructed.
4. You cannot use a tactics card during the season it was drawn.
5. The maximum tactics hand size is 10.
6. The maximum quest hand size is 3. When drawing quest cards using Rally Support, discard down to 3 after drawing.

DEVELOPMENTS
1. The resource development only produces resources that area normally provides.
2. Discard the defensive bonus for Waiqar and Uthuk when used.

MOVEMENT
1. Heroes can move using Strategize and Mobilize in addition to units.
2. Heroes can move through enemy, neutral, and activated areas.
3. You cannot activate a previously activated area.
4. You can move a hero, but not a unit, out of an activated area.

DIPLOMACY
You cannot spend more than 6 influence on a diplomacy test.

DRAGON RUNES
1. When you "receive a dragon rune," do not forget to discard, if you wish, two false runes on areas you control.
2. When you "receive a dragon rune," you gain one false rune in addition to one true rune, and must place both if able on any two areas except enemy areas.

RETREATS AND ROUTS
1. Always rout a retreating unit.
2. Do not retreat units into more than one area. Kill units in excess of eight after the retreat.
2. Attackers may bring unlimited units to battle. If the attacker wins, survivors in excess of eight must retreat.
3. If you fail a diplomacy test, you must retreat if you already attacked this turn.
4. Routed units may retreat; they remain routed. As an exception, kill routed units that did not participate in battle if their side loses.
5. Routed heroes may be forced into a duel, but cannot start one.
6. There is a specific order for retreating friendly units. Allied neutral units follow this order even if they are the only survivors.
a) Retreat to a friendly area if able, even if this would exceed the limit of eight units; kill the excess.
b) Retreat to an empty area if no adjacent friendly areas exist. Allied neutral units retreating this way alone will break their allegiance.
c) Kill retreating units if you cannot do either.
7. Only retreat unallied neutral units into uncontrolled areas. Kill them if you cannot.
8. Heroes who supported a losing army must retreat with them. If supporting heroes lose and are the only survivors, they may retreat anywhere, but only to one area as a group.
9. Mountains and water block retreats as they do movement.

BATTLE
1. During battle, rout undamaged units if able.
2. During battle, apply instant kills to standing units if able.
3. Damage a unit until it is killed, even if it becomes routed. Do not spread damage. When all your units are at full health, damage standing units if able.
4. A victorious attacker replaces the loser's stronghold with a damaged stronghold of his own. A victorious defender damages his stronghold unless the loser has no standing units remaining.
5. After a victory, if neutral units are the only survivors, they will break their allegiance unless the contested area is controlled some other way, such as by a stronghold or a home realm.
6. A player controlling unallied neutral units in battle cannot play Tactics cards.

HEROES AND QUESTS
1. A hero can only heal if he is in a friendly area.
2. Each attribute can only have one training token (whether +1 or +2).
3. Heroes must be in the same area to trade reward cards. Trading can be done as the hero passes through the space without having to end his movement there.
4. Only one weapon and one armor can be used per duel, but each can be used repeatedly if allowed.
5. You cannot have more than 3 heroes.
6. Keep reward cards facedown and secret until you use them.
7. The winner of a duel can assign the loser's reward cards to any friendly hero in the area, not just the participant.

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