00How the game works, in 5 minutes
The big picture before the details: what you need, how a game flows and the five ideas that make StarCraft TMG different. Every later chapter goes deeper into one part, always citing the matching section of the official rulebook.
The game in one sentence
Two players build an army by spending Minerals (units and upgrades) and Vespene Gas (Tactical Cards). No unit starts on the table: everything waits in Reserves and arrives round by round, as far as the mission's Supply allows. The game lasts as many rounds as the Mission Card says (usually 5) and whoever has more Victory Points (VP) wins.
What you need on the table
How a round flows§8.1
In Phases 1, 2 and 3 players take turns: you activate one Unit, it performs one action, then it is your opponent's turn (alternating activation). Whoever holds the First Player Marker decides who starts each Phase. The first player to Pass takes that marker for the next Phase. In Phase 3 only Units locked in melee act, and they must. Phase 4 is not played in turns: it is six steps in a fixed order.
The 5 ideas that make it different
- 1Everything starts in ReservesThere is no initial set-up. Each Unit enters with the Deploy action from your Entry Edge during the Movement Phase. Chapter 07
- 2Supply controls everythingA Unit's Supply drops as it loses models. It decides how many Units fit on the table, who controls each Mission Marker, whether you can leave a melee without penalty, and in almost every mission the Supply you destroy is your VP. Chapter 05
- 3Passing is a tacticThe first player to Pass takes the initiative for the next Phase. Passing early in Movement can give you the first shot in the Assault Phase. Chapter 07
- 4Attacks flow through three poolsDice move from the Attack Pool (hitting) to the Armour Pool (armour saves) to the Damage Pool (evades and damage). Surge skips armour. Chapter 09
- 5Marker control is “sticky”Once you control a Mission Marker it stays yours even if you leave, until your opponent takes it back with more Supply at the end of a round. Chapter 11
Your first game, step by step§9 · 12.1
- 1Agree on the scale (Skirmish up to 1,000 Minerals, Standard up to 2,000, Grand Offensive 2,001+). Vespene Gas is 10% of the Minerals.
- 2Each player builds a list: 1 Faction Card, Tactical Cards with the gas, Units and upgrades with the minerals. Our army builder already enforces every limit.
- 3Draft: each player puts down 2 Mission Cards and 2 Deployment Cards; roll off, choose colour and which draft you control. Result: 1 mission and 1 deployment.
- 4Set up the table in this order: size, Entry Edges, Zones of Influence, terrain and finally the Mission Markers.
- 5Both roll 2D6 (Roll-Off). The winner decides who holds the First Player Marker in Round 1 (they may give it to the opponent).
- 6Play the rounds: each round your Supply Pool grows as the mission says. In the final round Supply is unlimited.
- 7After the last round, anything still in Reserves counts as Destroyed. Most VP wins.
Official example: the first two rounds§Parte 1
The rulebook opens with a battle report between Katherine (Terran) and James (Zerg) on the Frontlines mission with the Abandoned Camp deployment. Here is a summary of what each moment teaches.
- Initiative: James wins the roll (7 vs 5) and chooses that Katherine goes first. Winning the Roll-Off does not force you to go first.
- Movement: both bring Units in from Reserves until their Supply of 3 is full. The Roaches use Burrow Ambush to arrive far from their edge, and then BURROWED makes them HIDDEN: the Marauders can no longer target them. Once nothing else fits, both must Pass.
- Assault: the Roaches Charge from 7" away. Katherine reacts with Concussive Shells (−2" to the charge), but James rolls a 6 and makes it. He then resolves IMPACT. The now-Engaged Marauders shoot the Roaches (an Engaged Unit may only shoot what it is Engaged with), and because the target is Engaged it gets an Evade roll. Result: one Roach down.
- Combat and scoring: only the two Engaged Units fight. In Round 1 nobody loses Supply and markers do not score yet in Frontlines.
- Initiative: tied at 0 VP, so they roll off again; James wins and chooses to go first.
- Paid abilities: Katherine uses Stimpack (paying 1 CP by Exhausting the Barracks card) and takes NON-LETHAL DAMAGE, which does not kill even if it equals the HP. Her Medics then heal it.
- Retreat: the Marauders Disengage. Since their Supply does not exceed the Roaches', they cannot shoot or charge in the following Assault Phase (Tactical Mass rule).
- Visibility rules casualties: the Roaches only see one Marauder; they kill one and the leftover Damage is lost because the other is not Visible. Same with the Marines: they agree 4 Zerglings are visible, so at most 4 can die.
- Several weapons: the Marine Unit fires in Batches: first the AGG-12, then the Rocket Launcher (SIDEARM) and finally the C-14 Rifles. Each Batch may pick a different target.
- Multi-charge: the Zerglings declare a Charge against two Units; the Leading Model must end within 1" of both. They crossGRASS and destroy it.
- Scoring: on the central marker Katherine totals Supply 2 (Marines 1 + Medics 1) against the Queen's 1 and takes control: 1 VP. Each player also reduced 1 enemy Supply: 1 VP each. Terran leads 2–1.
How to use this guide
- Tags like §8.7.4 tell you which section of the official rulebook each rule comes from, so you can check it.
- Tap any highlighted term such as Leading Model to open its definition in the wiki.
- Simulator boxes let you try the rule with real numbers. They are all collected on the Simulators page.
- Clarifications from the official FAQ v1.1 (25/09/2026) are included right where they apply, marked in purple.
