Is It Hard to Learn?
No. The core loop is four rules: activate the unit whose token is due, Advance, take one Primary Action, push its token forward. Most players are playing legally inside twenty minutes; mastering timeline cost takes a few games.
Not hard. The rules fit on two quick-reference tables, and the starter set is designed so that two people who have never played can be mid-game within half an hour. What takes longer is playing it well.
What you need for game one
Four rules carry the entire first game:
- Activate the unit whose Timeline token is on the current round.
- Advance up to three hexes.
- Take exactly one Primary Action - Attack, Dash, Energize or Rescue.
- Push that unit's token forward by the cost you paid.
If both players understand those four lines, the game works. Everything else - statuses, Energy, command abilities, scenario conditions - can be added in game two without breaking anything.
Where the difficulty actually is
The timeline. It looks like a turn counter and behaves like an economy. New players consistently attack with the biggest weapon because it is the best weapon, then wonder why that unit never acts. Learning to read "this attack costs me two extra rounds" takes three or four games.
Target selection. With no armour saves, the only defence is position and knowing which enemy unit is worth killing. VP per hit point is the shortcut, and it is not printed on the card.
Deck legality. Nine Tactics cards with requirement lines is a small puzzle that trips up almost everyone at setup.

What the quick-start manual covers
The online play guide walks the whole sequence: what you need, setup, unit actions, the timeline, moving and attacking, attack rolls and criticals, statuses, Energize, Tactics cards, the board, squad and deck building, and victory points. It is the same content as the printed handbook, and it is genuinely readable in one sitting.
How long until you are competent
| Stage | Time | What you can do |
| Read the quick-start | 20 minutes | Know the four action slots and the timeline |
| First game | 60-90 minutes | Play legally with help |
| Second and third game | 2-3 hours total | Stop checking the manual for attacks |
| Ten games | ~10 hours | Plan activations two rounds ahead |
|---|
That curve is comparable to a board game of medium weight, and much faster than a full miniatures rulebook.
It is harder than it looks in one specific way
The game is not complex to execute; it is complex to plan. Because there are no turns, you cannot think in "my phase, your phase". You have to think in rounds, and every decision about which weapon to fire is also a decision about when that unit next exists.
That is a real skill and it is the reason the game rewards repeat play. But it is not a barrier to entry: a beginner who just activates the due unit and attacks with the cheap weapon will play legally and understand the game by the end of the session.
If you are coming from another system
Two habits to unlearn:
- Do not plan a whole side's activation. Units activate individually, on a shared clock.
- Do not assume a save roll. Damage that lands stays.
If you are coming from board games rather than miniatures, the adjustment is smaller: it is closer to a card-driven skirmish game than to a wargame.
For the loop itself, read how to play; for the mistake most new players make, read beginner mistakes.