In To the Strongest!, players use an innovative (and entertaining) mechanism system to activate units, which can each potentially move or fight multiple times during the same turn.
In most rules a turn consists of a number of phases: perhaps a march phase; approach move phase; shooting phase; charge phase; melee phase and reaction test phase. In To the Strongest, however, there is only a single phase during which all these activities take place, on a unit by unit basis.
Each player will have TtS! activation deck of 80 playing cards (the number cards from 2 packs of playing cards). This will consist of eight of every card from Ace to 10.
To activate any unit for the first time, a player must play single card is on it. Anything except an ace will permit the unit to either move, shoot, charge or rally. After successfully activating the unit, the player may go on to activate another unit in the same command, also on a two-pip or greater card. Alternatively, he or she could choose to return to attempt to re-activate the first unit for a second time. For this latter to succeed, however, he must play a card higher in value than any previous card played on the unit.
Once any activation attempt fails, then activations for that entire command (typically of 4-6 units) cease. However, the player may then go on to activate other commands in his army.
A To the Strongest! player must therefore master the art of deciding which moves, out of all the potential unit moves, are the most valuable to him. He must prioritise his activations so that these critical moves take place before a low value card is played and the command's turn ends.
Tomorrow I'll describe how shooting and combat is resolved.