Gameplay
Each game of Confrontation pits two or more groups of soldiers and fantastic creatures against one another in open battle. Victory conditions, details of terrain, and number of players are all determined by the scenario selected by the commanders – some may award victory to the force that holds a critical location, others to the group that inflicts the most damage on its enemy. Several scenarios are included in the Confrontation rulebook included in the Age of the Rag'narok starter set. Additional scenarios are limited only by your imagination.
The rules of Confrontation are centered around the Universal Table of Resolution. This table allows you to resolve any action in the game with a simple roll of a six sided die.

Universal Table of Resolution
When any action is taken, the relevant action value (accuracy for an attack, morale for morale checks, and so on) is compared to the difficulty of the check. For example, "Each player rolls a Courage test (8)" means that the difficulty for this test is 8. The action value is the Courage characteristic of the unit concerned.
Some tests, such as damage tests, pit two opposed stats of units, for example Strength vs. Resilience. (A Griffin Spearman has a Hand to Hand Strength of 5, a Wolfen Hunter has a Resilience of 5 — the Spearman must roll a 4 or greater to inflict damage, according to the Universal Table of Resolution.) Others, such as morale tests, have an inherent fixed difficulty.


Each game turn features three phases: the tactical phase, the activation phase, and the control phase.
Tactical Phase
During the Tactical Phase, the players plan their actions for the round that has just begun. They perform the following actions in the order given below:
- Ordering the activation sequence
- Authority opposition
- Rallying
The activation sequence represents the order in which the units will be played during the round. To construct their activation sequence, each player picks up the cards corresponding to each of the units in their company that are either on the battlefield or about to enter the battlefield.
In Authority opposition, players roll a die and add their Commander's Authority to the result. The player who obtains the highest final result wins Authority opposition. The winner of the Authority opposition chooses who the first active player will be.
Every unit that is routing (leaving the battlefield as quickly as possible, due to being confronted by a large number of enemies or facing frightening opponents) tries to rally by resolving a Courage/Fear test against a difficulty of 1. Units that succeed in this test are no longer in rout.
Activation Phase
During the Activation phase, players take turns to activate their units. Players perform the following actions in the order given below:
- Draw, reveal, or pick a card according to the game mode selected
- The card's unit is activated and the player who controls it resolves its actions
- The next player becomes the active player
In the first action, one game card is selected according to the game mode agreed on by both players at the start of the game.
Next, the player activates that unit. An activated unit can move, attack from range, use its mystical powers, and engage in melee combat. Depending on the unit, you will be able to perform one or more actions, however the actions must all be announced before measuring distances (for movement and ranged attacks). A player may decide that that particular unit will not do anything; however, that unit it still considered activated.
Combat is resolved using the traits on the effected units' cards and the Universal Table of Resolution.
Units may make Ranged attacks if they have the Ranged combat characteristic. Ranged attacks are resolved either before or after the unit's movement. All marksmen in a unit who have the same profile shoot at the same target unit simultaneously; marksmen who have different profiles (such as those wielding crossbows in a unit of mixed armament) will shoot in different salvos. The attacking player rolls to hit by using the their ranged combat characteristic against the distance between them and their intended target. With each successful hit, the weapon's Strength is measured against the opponent's Resistance. Each success inflicts a damage point on the target.

Melee combat takes place when opposing units are in base-to-base contact with each other. Using the Universal Table of Resolution, the active unit uses its Attack value against its opponent's Defense. Like in Ranged attacks, with a successful hit, the attacker rolls his Strength against their opponent's Resistance to cause damage.
The next player becomes the active player and activates one of their units. They go back and forth until both players have run out of units to activate.
Control Phase
During the Control Phase, each player evaluates the situation of his company on the battlefield. They perform the following actions in the order below:
- Calculation of faith points and mana points
- Maintenance of effects
- Collection of Elixir
- Time out
First, the faithful and magicians reconstitute their mystic energy pools.
Next, any lasting effects (such as negative effects, abilities, and resurrection and reinforcements) are managed by the effected players.
The players then determine which objectives they each control and collect the Elixir indispensable for his Incarnates. In Confrontation, armies do not fight just to take control of cities or strategic routes. The Incarnates who lead them into battle are guided by the gods, and are fighting to collect their Elixir, fragments of their soul tying them to their god, allowing them to wield supernatural powers and to achieve their fate. Players who control objectives obtain the number of Elixir points corresponding to the objectives they control. Once a player has reached the number of Elixir points indicated by the war council, they win the game.
The "time out" step simply marks the end of the round and the passage to the next one.
Full Rules
You now know the basics for a game of Confrontation. The Age of the Rag'narok starter set contains the full rules for this game, plus starting Griffin and Wolfen forces. You can combine different units to create the greatest army Aarklash has ever seen, and greet the coming end times with a cry of victory! The only limit is your imagination!