Each action card can invoke a phase, modify a phase, interrupt the enemy, or be spent for its morale value.
How it works
Six-card hand drawn from neutral plus national cards with year indicators. Active player: invoke any phase, or modify a phase if the card bears its symbol (rifle fire, crossed swords combat, bugle movement), max one modifier per phase type. Passive player: play one kepi-symbol interrupt per turn (red-banner interrupts are removed from the game) or spend cards for morale value. No voluntary discards.
Invoke a phase Active Any card may invoke any phase. Modify Active May only modify type of phase indicated by symbol. Interrupt Passive If banner is red, then remove after play. Morale Value Passive



