ANCIENTS — hex vertex-facing

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In the Move phase, click a block to select it, then build a move one base-width at a time: click a highlighted forward cell to step (green = free, orange = difficult terrain, +n = Fatigue), and Pivot left/right to turn ±60° after a step (free) or in place (costs 1 BW). The move is only a preview — the block shows as a dashed ghost and stays where it was until you press ✓ Confirm move (or Enter); Cancel (or Esc) discards it. That dashed ghost is why an un-confirmed move "snaps back". A move can also fail its test — the unit then holds position for the turn, and a ⚠ warning says so. Hover any token for its full details: quality, type, weight, fatigue, move, and its missile weapon & range. Cavalry can weave several steps. Hover a Wheel button to preview the atomic 60° turn (it costs BW from the same move). "Next phase" steps Move → Shoot → Combat → Recovery; from Recovery it hands the turn over (idle, untouched blocks recover 1 Fatigue). In Shoot, both sides fire: click a missile base, then an in-range enemy. In Combat, resolve each melee in the panel (hover to find the pair on the board), then the loser picks push vs Fatigue. Drag the board to pan; the scrollbars work too.
Tokens: blue = player A, red = player B; #n = base id. Ring colour = quality (gold elite · silver regular · brown levy). Label = troop type + weight + per-base fatigue; dot = facing. An amber ◔ badge (top-right) marks a missile unit and shows its range in BW. White outline = block; = block average fatigue. Terrain shading: greens = open/woods, tan = rough, teal = swamp; lighter tint = higher elevation.
rules —