A single Wound will kill most infantry, but Personalities may require several Wounds to kill. An important aspect of play is the use of special abilities, Tactical Fate cards, and spells. These can take place in any phase, though usually at a set moment and in a certain order. Special rules allow for duels between Personalities, fear, and allow Personalities to spend Void points to gain a re-roll, heal a Wound, or perform other actions. Optional rules add varied movement based on armor, push backs, damage rounding, and allow extra Tactical Cards due to earned Honor.
Rules allow the creation of custom Personalities.
Except for specific scenarios, victory is determined by Victory Points.