Tornscape: first expedition companion
English learning aid from Ork’s Workshop. Checked against the public Russian online rules on 6 November 2026. Terminology in this aid is a translation; the linked source rules and current miniature cards govern play. This is a reference summary, not a complete English rulebook.
Before the game
Agree on a scenario and expedition size. Build your force and god-card deck using the current rules. Set up the scenario terrain and prepare miniature cards, game dice and markers.
Initial initiative
Each player rolls three Attack Dice. Compare critical successes, then ordinary successes; reroll a complete tie. The winner chooses the Attacking Player.
Deployment
The Attacking Player chooses a deployment zone. Starting with that player, alternate placing one miniature. Resolve reserves and any scenario exceptions using the full rules. Shuffle each god-card deck and draw two cards.
The turn
Resolve beginning-of-turn effects. Each player draws one god card. From turn two, determine initiative again; the winner activates first. In turn one, the Attacking Player activates first.
Alternating activations
Alternate activating one miniature that has not yet activated this turn, including models in reserve where the rules permit. When one player has finished, the other resolves the remaining activations.
After activations
Resolve aether-vortex movement in the order specified by the rules, beginning with the player who activated all their miniatures first. Then resolve end-of-turn effects and scenario scoring.
One activation
Choose an eligible miniature. Resolve vortex / hazardous-terrain effects, beginning-of-activation effects and condition markers. Declare an action and its target, allow eligible reactions, then resolve the action. If Time remains, return to action declaration. Resolve end-of-activation effects and remove remaining Time.
Limits to remember
A miniature normally receives two Time markers. The same action cannot be repeated and no more than one Attack may be made during an activation, subject to explicit special rules. Check its card for action costs, range, visibility and exceptions.
Reactions
A reacting miniature must not already have activated. A condition marker or occupying an aether vortex / hazardous terrain prevents a reaction. Resolving a reaction marks the miniature as activated. Consult the full rules for timing and exceptions.
End and score
Apply the game-ending conditions in the rules and scenario, including effects that trigger at the end of the game. Count scenario victory points: the higher total wins; equal totals are a draw.