The Initiative Phase
1. Determine Initiative
Each player rolls 6 dice and count the amount of singles they have. A single is a die with a score that does not match the score on any other dice in that player’s roll. The player with the most singles has the initiative.
If both players are tied for singles, they must roll off. The winner of that roll off has the initiative.
Ability Dice
Group all remaining dice by their score. These are your ability dice, which are used to activate powerful abilities in the combat phase. When referenced in a rule, an ability dice looks like this:
- [Double] = 2 dice with the same score
- [Triple] = 3 dice with the same score
- [Quad] = 4 dice with the same score
2. Use Wyrd Dice
Each player then receives 1 wyrd dice. Starting with the player with initiative, wyrd dice can be used to add another single, improve a single into a [Double] or a [Double] into a [Triple] (and so on). Set the value of the wyrd dice to the same score as the ability dice being improved.
A player can decide to save wyrd dice for another battle round, and multiple wyrd dice can be used in the same battle round, but ability dice can only be improved once (you cannot turn a [Double] into a [Triple], and then into a [Quad]).
3: Seize Initiative
When both players have declared how they will use their wyrd dice, count the number of singles each player has again.
If the player without initiative now has more singles than the player with initiative, they now have the initiative instead.
If the number of singles each player has is now tied (and wasn’t previously), the players roll off and the winner has the initiative.