How to Play

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How to Play Eldfall Chronicles is a guided reading order for learning the game. Read the sections top to bottom — each step links to the detailed wiki pages. Following this sequence mirrors the flow of an actual game.

Eldfall Chronicles: Northern Wind is a skirmish miniatures wargame. Each player commands a small warband of models and activates them one at a time, trying to complete the scenario's objectives.

1. The basics: models, attributes & dice

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Every model has a profile of attributes, used whenever it acts:

  • OFF (Offense), DEF (Defense) — melee attack/defense.
  • ACC (Accuracy) — ranged attacks. INT (Intellect) — spells, perception. AG (Agility) — dodging, climbing.
  • SPD (Speed) — how far it moves. ARM (Armor) — damage reduction. T (Toughness), M (Morale).
  • HP (Health), AP (Activation Points), STK (Strikes per attack), RCH (Reach), plus Size and Tier.

Actions are resolved by rolling dice and comparing them against the relevant attribute, modified by the situation.

First, learn these recurring terms: Line of Sight (LoS), Awareness, Reach (RCH), Strike (STK), Casting Aura, and Templates / Area of Effect (AoE). They appear everywhere below.

2. The game turn

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The game is played over turns. Each turn opens with a Strategic Phase, then players alternate activating models. The model you activate is in its Active Role; the opponent's models that respond are in the Reactive Role. Each model spends Activation Points (AP).

A single activation runs in order: declare Movement → opponent's Reactions → declare an Action → resolve everything. Keep that order in mind for the next steps.

3. Movement

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A model usually moves first. Start with Movement, which splits into:

Note: if you declare a Special Movement, your only Action that activation can be Nothing.

4. Actions

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After moving, the model takes an Action. See Actions, split into:

5. Attacking

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The most common Action is Attack. Learn the attack types:

Resolution: roll your Strikes to Hit → if both models target each other, resolve the Confrontation → then roll Damage and apply Wounds. Ranged shots may be blocked by Light Cover or Heavy Cover.

6. Reacting

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When an enemy activates within your Reach and Line of Sight, your models may react in the Reactive Role — most often Dodge or an Attack of Opportunity, but also Perceive or Assist. Reactions are declared during the active model's Movement, before its Action resolves.

7. States

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Many effects apply a State that changes what a model can do. Skim the full set so you recognise them in card text: Bleeding, Blinded, Confused, Crippled, Crouched, Dead, Engaged, Fatigued, Flying, Immobilized, Incapacitated, Panicked, Poisoned, Shrouded, Slowed, Weakened (full list: Category:States).

8. Magic

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Spells covers casting, the five types of Spells (Sorcery, Healing, Enchantment, Conjuration, Transmutation), Mana Counters (see Mage) and Affinity (Element). Summoning creatures is explained in Conjuration. Every spell is grouped by discipline — browse them all in Category:Spells.

9. Your warband: Classes, Skills, Traits & Combat Arts

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To read a model's card you need its rules building-blocks:

  • Classes — every model has one; it sets the model's role and class ability.
  • Skills — learned abilities.
  • Traits — innate keywords on models, weapons and effects.
  • Combat Arts — levelled combat techniques.

Look up any keyword on a card here to see exactly how it works.

10. Reference & what next

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When you can follow steps 2–6 for one model, you know enough to play your first game — then use sections 7–9 as a reference whenever a card mentions something new.


Source: Eldfall Chronicles Rulebook v1.6 (Skirmish), structured as a guided reading order.