Path To Glory 250 Flashcards

1
Q

What is the setting for the raid described?

A

The heart of the defender’s domain

This location represents the primary area where the battle takes place.

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2
Q

How is the raider and defender determined?

A

The player with fewer renown points picks or rolls off if equal

The player with the higher result chooses their role.

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3
Q

How must the defender split their army?

A

Into a patrol contingent and a reinforcements contingent

Each contingent should have as close to the same number of units as possible.

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4
Q

How many objectives are set up on the battlefield?

A

5 objectives

Objectives are arranged as shown on the map.

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5
Q

Who begins the deployment phase?

A

The defender

The defender’s reinforcements are deployed in reserve.

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6
Q

Where can the raider’s units be set up?

A

Anywhere wholly within their territory

They do not have to be set up more than 9” from enemy territory.

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7
Q

Can the raider set up faction terrain during deployment?

A

No

The raider cannot set up faction terrain at this stage.

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8
Q

Who decides who takes the first turn of the battle?

A

The raider

The raider has the choice to determine the first turn.

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9
Q

What ability can defender’s reinforcements use while in reserve?

A

Raise the Alarm

This ability allows them to make an arrival roll.

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10
Q

What is the effect of the Raise the Alarm ability?

A

Make an arrival roll, on a 4+, set up unit within 6” of battlefield edge

The unit cannot be in combat when set up.

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11
Q

What happens if the raider is the underdog during the battle?

A

Subtract 1 from arrival rolls 1-3 this battle round

This affects their reinforcements’ ability to enter the battlefield.

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12
Q

What is the effect of being the underdog for the defender?

A

Add 1 to arrival rolls this battle round

This provides an advantage for the defender’s reinforcements.

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13
Q

What can the underdog do with a friendly unit?

A

Add 3 to that unit’s control score until the start of the next battle round

This is part of the At All Costs ability.

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14
Q

How are victory points scored for Take and Hold?

A

Each player scores 1 victory point for each objective they control at the end of their turn

This incentivizes players to control objectives.

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15
Q

What can the raider do with an objective they control at the end of their turn?

A

Burn it down

This removes the objective from play and scores D3 victory points.

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