πŸ“– HOW TO PLAY

How to play on ALPHASIDE β€” the official rules stay with Bandai, linked below ← Back to lobby
THE OFFICIAL RULES

ALPHASIDE is a fan-made simulator. The rules belong to Bandai, and they are free to read:

πŸ“˜ Official Core Rulebook (PDF) β€” the complete rules, v1.0

❓ Official Rules Q&A β€” 134 answers to the tricky cases

The page below is not a copy of the rulebook. It covers how to play here: the interface, the shortcuts, and the things this site does differently. For a rules question, use the two links above.

Playing on ALPHASIDE

Goal of the game

A game lasts 2 Phases of 10 rounds each (the host can choose a different number of Phases). You score victory points (VP) by defeating enemy units and Garrisons, rescuing your own Garrisons and controlling Objectives at the end of each Phase. The player with the most VP at the end wins. If the scores are tied, the last player to act wins.

Squad & Tactics deck

The Timeline

Each unit has a token on the Timeline track (spaces 1 to 10). Play goes space by space: every unit on space 1 acts, then space 2, and so on. Empty spaces are skipped.

Activating a unit

Units start in your Reserve. The first time a unit activates it deploys on your Base, and it must leave the Base before the end of its activation. During an activation you:

Must take ONE primary actionTLEffect
AttackweaponAttack with one of the unit's weapons (or an Attack Tactics card).
Dash2Move up to 2 hexes (Speed does not apply).
Energize2Gain 1 Energy.
Rescue2Rescue an adjacent allied Garrison: +2 VP.

You may also Advance once (free move of 3 hexes + Speed), use each Command ability once, and play one Tactics card.

Movement

πŸ’‘ In game, hover a greyed hex while moving: the board tells you how much movement it would cost and which penalties apply.

Elevation & terrain

TerrainMovementAttacks
Higher ground+1 hex per level climbed. Going down is free.Target lower: +1 Accuracy. Target higher: βˆ’1 Accuracy.
JumpingA move started on elevated terrain keeps that height: gaps and lower enemies can be crossed.β€”
Waterβˆ’1 hex to a move started in water.βˆ’1 Accuracy into water, βˆ’1 from water.
Debris fieldβˆ’1 hex to a move started inside.βˆ’1 Accuracy into it, βˆ’1 from it.
Minovsky particlesβ€”βˆ’2 Accuracy on non-adjacent attacks if attacker or target is inside (not cumulative).
ImpassableNobody can end there; only Hover units can cross it.β€”

Hover ignores terrain and elevation movement penalties.

Attacking

Each weapon shows TL cost ⏱, Range and Strength (number of dice). An attack goes:

  1. Declare the weapon and the target (range and Line of Sight are checked).
  2. Pay the TL cost.
  3. [Before Attack Roll] responses.
  4. Roll the dice.
  5. [After Attack Roll] responses (Disarm is resolved last).
  6. Critical effects.
  7. Damage = hits βˆ’ Shields (Fracture triggers here). A unit at 0 HP is defeated.
  8. [After Combat Damage] responses.

Line of Sight

Needed for any attack or ability at range 2+ (not for adjacent targets, nor for effects "within X hexes"). Draw a line between hex centres. It is blocked by:

If the line runs exactly between two hexes, the attacker picks the more favourable one.

πŸ’‘ While aiming, the game draws the line: green = clear, red = blocked, with the blocking hex marked βœ•.

Dice, Accuracy & Crits

Damage, Shields & defeat

Area of effect

Weapons with a pattern hit every enemy in the chosen hexes (range and Line of Sight still apply, but units do not block the Line of Sight of an area attack). There is one roll for the whole attack, and hits are worked out target by target. While Engaged, the pattern must include an Engaged enemy.

πŸ’‘ Hover a direction button to preview the pattern on the board.

Abilities & Tactics cards

TypeWhen
CommandOnly during the unit's own activation, once each, never in the middle of another action.
ResponseAs soon as its trigger happens, even during the opponent's turn. The active player decides first.
AttackReplaces the unit's attack for this activation.
OngoingAlways active.
SetupResolved before the game starts.

Some responses let a unit act during the opponent's turn (e.g. Return Fire). The opponent waits until the reaction is over. "Can't" effects always beat "can" effects.

Status effects

🐌 Slow
The next time the unit Advances, it moves 0 hexes. Then Slow is removed. Dash is not affected.
πŸ”₯ Fracture
The next time the unit takes 3+ combat damage from one attack, it takes 3 more. Then Fracture is removed.
🚫 Disarm
On its next attack, the unit re-rolls every hit and cannot trigger critical effects. Then Disarm is removed.

A unit can only have one of each status at a time.

Push & Pull

Upgrades & Energy

Objectives & Garrisons

Victory points

Defeat an enemy unitits VP value
Destroy an enemy Garrison2 VP
Rescue an allied Garrison2 VP
End of each PhaseVP for each Objective you control

Glossary

Adjacent
Touching hexes. Adjacent attacks and abilities do not need Line of Sight.
Advance
The free move of an activation: 3 hexes + Speed.
Capture
Take control of an Objective at once, ignoring the contest rules.
Combat damage
Damage from hits, Damage+X effects and Fracture. Everything else is non-combat damage.
Engaged
Adjacent to an enemy unit or Garrison at the same elevation.
Hover
Ignores terrain and elevation movement penalties and can cross Impassable terrain.
Mass Produced
Can appear several times in the same squad.
Move X
A movement granted by an ability. It is affected by terrain and enemies, and is not an Advance.
Range X / within X hexes
"Range" needs Line of Sight; "within X hexes" does not.
Reserve
Units not on the board (not yet deployed, or defeated). They cannot be targeted.