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Restrictions

Restrictions are a core mechanic that prevent a unit from being issued incompatible or overlapping commands.

When a command is resolved, it may apply one or more named restrictions to the unit (e.g., Run, Shoot, Defend). These restrictions last for the rest of the round unless explicitly removed.

A unit cannot be issued a command if it already has any restriction that the command would apply.


Ruling Clarification

  • You cannot stack the same restriction by issuing the same command again.
  • Restrictions are gained when a command is resolved, not when declared.
  • You may issue a command that gives different restrictions than the ones already applied, as long as there’s no overlap.
  • Most units will accumulate one or two restrictions per turn.
  • Some commands apply multiple restrictions at once (e.g., Rally applies Run, Shoot, and Defend).
  • Restrictions do not affect movement or stats directly—they limit what commands the unit may receive.

Examples

1. A unit Runs
→ It gains the Run restriction.
→ It cannot be ordered to Rally, since Rally also applies Run.

2. A unit uses Rally
→ It gains Run, Shoot, and Defend restrictions.
→ It cannot be given any of those commands again this round.

3. A unit Defends, then attempts to use Rally
→ Illegal. Rally applies Defend, which the unit already has. Command is blocked.

4. A unit Shoots, then Moves
→ Legal. Shoot applies the Shoot restriction, and Move applies none. No overlap.


Summary

  • Commands with multiple restrictions (like Rally) have broader blocking effects.
  • Restrictions block commands that would apply the same name again.
  • You cannot issue a command that applies a restriction the unit already has.
  • Restrictions are applied when a command resolves, not when declared.
  • A unit may hold multiple different restrictions at once.
  • Restrictions last for the rest of the round unless removed by a rule.
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