The Round and the Active Phase
- Durgin
- Feb 2
- 4 min read
In the previous episodes leading up to the publication of the beta of my skirmish game, I discussed some broad topics: how to recruit a Company of Heroes and how to read a Hero Card.
Now it’s time to move a little deeper into the core of the rules and break down the very essence of the game: the Round and the Active Phase.

Like almost every game in this category, the game is divided into Rounds (the total number of which is defined by the Scenario being played, usually between 5 and 7), each of them in turn composed of the Active Phases of the characters (or Heroes) in play.
Unlike many other games, however (where one player activates all of their models and then passes the turn to their opponent), this skirmish game uses alternating activation.
After determining who starts activating through a dice roll (adding modifiers to the roll depending on who controls more models or who activated first in the previous Round), the first player chooses one of their Heroes in play and begins that Hero’s Active Phase. Once it is completed, the other player then chooses one of their own Heroes to activate. Players continue alternating in this way until both have activated all of their models.
What happens if one player controls more characters than their opponent?
In that case, the player with fewer Heroes in play may reactivate one of their models for each additional Hero controlled by the opponent (while still respecting the alternating activation order). This, however, is a partial activation: a Hero reactivated in this way may only perform a single Movement Action.
This small counterbalance is designed to prevent numerically superior forces from gaining an overwhelming advantage purely through manoeuvring, and gives the outnumbered player the chance (at the very least) to reposition their Heroes or set up small counterplays while waiting for their next “full” activation.

But what exactly is the Active Phase, and how does a Hero activate in practice?
The Active Phase is the heart of the game’s mechanics: the moment in which a Hero can interact with the battlefield, allied characters, and enemies. During their Active Phase, a Hero has 2 Action slots available, which they may spend in several ways: moving, making a melee attack, activating an Active Ability, activating equipment, using a ranged weapon, or searching for treasures.
With very rare exceptions, a Hero cannot perform the same Action twice during the same Active Phase, and in general may choose the order in which to perform their Actions (for example, they may move and then activate an Active Ability, or vice versa). Additionally, some Actions consume 2 Action slots (Dash! and Recover), while most Active Abilities, once used, will require at least one full Round of Cooldown before they can be activated again.
MOVEMENT ACTIONS
There are several ways to interact with the game through movement: from a simple Advance (the Hero may move up to a number of inches equal to their Movement value), to Dash! ( the Hero immediately moves a number of inches equal to their Movement (MO) value + the result of 1D6, with a minimum bonus of 3": If the die roll is 1 or 2, treat it as 3 instead).
Movement does not always have to be “active”, however: a Hero may, for example, Take Cover!, increasing their defensive capabilities against ranged attacks, or Recover, restoring 1 previously lost HP or removing a negative Condition (such as Poisoned).
Finally, there is the queen of all Movement Actions: Charge!
If you want to engage an enemy in combat and take advantage of a significant Attack bonus, you already know what to shout at the top of your lungs while spinning your greataxe (assuming your gaming club allows it, of course!).
As you may have guessed, a game Round is designed to be a highly dynamic and interactive experience, with both players constantly responding to each other’s moves (somewhat like a game of chess, but with explosions and heroic stuff).
My goal, of course, is to keep the game flow smooth and as streamlined as possible, avoiding situations where one player is forced to spend too much time watching their opponent play before being able to make their own move.
With only two Actions available per Hero, every choice matters. You won’t always be able to exploit 100% of your characters’ potential, and careful timing will be essential to ensure that your Hero is in the right place, at the right moment, with the right Action still available.

And for today, I’d say we’ve put quite a lot on the fire!
What do you think about the alternating activation system?
I’d like to remind you that the beta of the game will be released for free in June (May for Patrons), and that you’re all invited to take part in playtesting and, of course, to share your feedback and suggestions.
And if you’d like to start recruiting your own Iron Crow Company, the files for the first two kits of this new range (Iron Crow Warriors and Iron Crow Veteran) have just been released on Patreon. Later this month, an incredible new kit entirely dedicated to the Iron Crow Sentinels will also be released, featuring a major return (and a soft redesign) of the female counterpart of this outstanding range.
Bona!