11Phase 4 · Scoring & Cleanup
Markers are counted, points scored, the end of the game checked, the table cleaned up and initiative decided. The First Player Marker holder starts each step.
- 1Determine Mission Marker ControlWho controls each marker.
- 2Score Victory PointsAs the Mission Card says.
- 3End of Game CheckSpecial win, army wiped out or final round.
- 4End of the Round effects“End of the Round” abilities.
- 5Cleanup & RefreshRemove tokens/markers and flip Exhausted cards.
- 6Determine InitiativeWho gets the First Player Marker.
1 · Mission Marker control§8.9.1
A Unit may contest a marker only if all three are true:
- It is on the battlefield (not in Reserves).
- At least one of its models is within 3" of the marker, has Line of Sight to it and is on the same elevation. For LoS, treat the marker as Size 0.
- It is In Coherency.
Flying and BURROWED Units never contest or control markers.
- Supply, not models: a single high-Supply elite Unit outvotes a horde of cheap ones.
- Sticky Control: place a Faction Indicator on each controlled marker. It stays yours even if you leave, until your opponent ends a Scoring Phase with a higher contesting Supply.
Blue 2 vs Red 1: Blue controls it.
2 · Score Victory Points§8.9.2
Both players tally their VP at the same time according to the Mission Card’s scoring conditions. Browse every official mission in Mission Cards.
3 · End of Game Check§8.9.3
- If someone meets a mission’s Special Winning Condition, they win outright.
- If a player has no models on the table and no Units in Reserves, the survivor gains +10 VP and the game ends.
- If the final Phase of the final Round (usually 5) is done, go to the Final Score.
4 · End of the Round effects§8.9.4
Resolve “End of the Round” abilities; the First Player Marker holder resolves theirs first. Each player orders their own and each fully resolves before the next.
5 · Cleanup & Refresh§8.9.5
- Remove every token and marker except: those with STAY IN PLAY, Damage Markers, Mission Markers and Faction Indicators showing control.
- Flip every Exhausted Tactical and Faction Card face up.
- Ability effects lasting “until the End of the Round” are removed here (after End of the Round effects).
6 · Determine initiative§8.9.6
The First Player Marker goes to the player with fewer VP. On a tie, Roll-Off and the winner takes it. Then Phase 1 of the next Round begins.
The Final Score§8.10
- Total all VP earned during the game.
- Important: at the start of the final Scoring Phase, every Unit still in Reserves counts as Destroyed and gives VP to the opponent as the mission says.
- Most VP wins. On a tie, apply the mission’s tiebreaker; if there is none, it is a draw.
- Summoned Units are not used for the Final Score.
On marker 5, James has a Queen (Supply 1) and Katherine has Marines (1) + Medics (1). 2 vs 1: Katherine controls it and scores 1 VP (Frontlines scores markers from Round 2). Each also reduced 1 enemy Supply: +1 VP each. Result: Terran 2, Zerg 1. Round 3 initiative goes to James, who is behind.
