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You may cancel this or any other command by returning to The Plan screen (the left most
button in the Menu Bar), click on the row with the command you wish to cancel, and then
click cancel.
Unlike nobles, agents may complete missions up to seven hexes from their base, and
return to their base (if they live), all in the same turn. An agents skill is reflected in his
level, for example a level 4 agent is more effective than a level 1 (beginning) agent.
Early in the game you will want to use your agents on Reconnaissance missions and
youll want to Train them to increase their level and so effectiveness. At level 4, agents
are capable of the powerful Advanced Reconnaissance order. Later in the game, when an
agents are level 7 or so and higher, youll use their nastier capabilities like poison and
assassination.
The High Priestess is a very powerful and unique character. She can uncover information
over vast areas and can Heal characters who are wounded as well as brigades that have
suffered losses. Early in the game you may use the High Priestess to discover the
location of PCs in your capitals region, or to learn the hiding place of an artifact. As
with all assets, you will right click on the High Priestess icon to bring up the command
menu, click on the command of interest, and then you will identify a target or the center
of the area you wish to glean information about, depending on the command.
What of legions - the armies in the field? Each kingdom has a unique icon to identify its
legions. Return to the tactical view of the hex of your capital. See the two legion icons
in the lower half of the screen? The black background icon represents the legion, and all
icons within the white bordered box are the brigades (if any) and characters in that legion.
One legion at your capital is division sized, meaning it has from three to five brigades.
One is a patrol, meaning it has no brigades but at least one leader. Patrols may move and
investigate Unusual Sightings, but they may not attack legions or PCs. Legions fight
battles early in the turn, and move later in any turn. When your legion is in the same hex
as an enemy legion or PC, it may attack it. Occasionally you may find your legion is
better of defending against another legion in its hex, rather than attacking it. In either
case, you will want to issue an order to Attack or Defend against that legion, and then
you will be asked to select the tactic you wish to use for the battle. Youll want to review
the Tactics part of the rules to help you make a good choice. No battles are possible on
turn one, because all legions begin in friendly (controlled by your kingdom) PCs.
However, there will be some battles on turn 2 after legions are moved into position on the
first turn, most likely attacks on neutral PCs.
Now lets try moving a legion. Right click on the legion icon for the division sized
legion in your capital. When the menu appears, select Move Legion. You will then use
your mouse to lay a path of hexes for your legion to move to. Legions movement is
limited by a number of factors including size, speed, and leadership, and your movement
allowance is consumed in different degrees by the terrain in each hex entered. If a hex is
within the movement range for the legion, it will have a green outline. If out of range,
the hex outline will be red. For now, trace a path to one of the villages near your capital,
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