Units whose scores are doubled are destroyed, those who lose by less receive a demoralization marker. A second marker causes recoil, a third destruction. Perhaps the biggest change from previous Chipco sets is with the movement. However, for a unit or group to turn, wheel or change formation a le ader must be present. The first two allow any group they are part of to perform such a manuever.
Captains allow only an individual unit to do so.
Light cavalry is an exception to the above restrictions and may manuever freely. A marshal leads each battle, while the king is left separate and may go where the player wishes to help command and control. Additionally, each army is given two captains to place with whichever unit they desire. They are an important part of the battle plan and execution. In our playtest, we found that units can easily be left stranded, facing the wrong direction with no leader around.