Regicide mode is split into two distinct phases:
The Movement Phase
- In this phase you play a normal turn of Chess, you can Move, Castle, Capture just like you would in a normal turn of Chess, all the rules inherent to Chess are in this phase. If a King is placed in Checkmate in this phase then the game is won right then and there!
The Initiative Phase
- Your Regicide phase happens directly after your movement phase but before your opponent’s Chess phase. At the Start of this phase you are provided with three Initiative Points, and are allowed to survey your units.
If there are two or less unspent Iniative points when you end your turn then you will keep them until the end of your next turn.
You will notice at this point that each unit has the following statistics; Health, Armour, Toughness, Weapon Skill and Weapon Strength.
In addition to this they each have selectable abilities, some unique to particular units and three that every unit can use, these are Snap Shot, Assault and Go to Ground. In addition to this there are four player abilities that can be used located on the right that are independent from pieces.
Each ability has an Initiative cost which you must spend Initiative points to spend, these abilities have a wide range of effects such as boosting unit’s statistics, providing benefits to friendly units or dealing damage.
When a unit uses a damage dealing ability, such as Snapshot or Frag Grenade, the hit unit will take a hit to their health, this damage is lessened by armour and toughness but will always take a minimum of one. To determine whether the unit is hit or not depends on the user’s Weapon Skill and the damage is determined by Weapon Strength.
If the damage is particularly heavily it will also reduce the target’s armour. If the Unit’s health goes to Zero then it is removed from the field as if it were captured. If a king is killed this way then the player with a King still alive wins! You can find more details about each individual in the Librarium!