
Read the ten-space track
The track has spaces 1 to 10, representing the ten rounds in one Phase. Start each unit at the value on its card. Resolve all units due on the current space before moving to the next, skipping empty spaces. This is not a system where one player activates their whole squad at once.
If several allied tokens start on one space, choose their stack order during setup. The top token acts first. When a token later arrives on a space already containing allied tokens, place it underneath them. That distinction can affect which unit gets the first opportunity.
Pay cost when declaring an action
Move the unit's token as soon as you declare an action with a TL cost, before resolving that action. An attack uses its printed weapon cost. Dash, Energize and Rescue normally cost 2 TL. Other cards or effects may add or change costs.
Example: a unit activating on space 3 declares a 2-TL action. Its token moves to space 5. Finish the current activation's permitted actions and effects; its next activation will be due on space 5 if nothing else changes that token.
Crossing the end of a Phase
Count through space 10, then continue from space 1 in the next Phase. A unit at space 8 paying 4 TL reaches space 2 of the following Phase. Do not reset every token to its original starting value at the Phase break.
The tool below illustrates a single cost payment. It does not process card effects, token stacks or defeat penalties. If a payment passes beyond Phase 2, there is no next activation within the standard two-Phase game. Scenario exceptions take priority.
Ties and alternating activations
When both players have tokens due on the same space, alternate activations. The player who acted most recently acts last in that tie. At the first activation of the game, roll an attack die each when the opening is tied.
A bottom token cannot jump ahead just because its action would be more useful. Keep the physical stack clear and move the specific token for the unit paying a cost. With repeated Mass Produced units, distinguish both miniatures and their corresponding tokens.
Use time as a tactical resource
Before committing to an expensive attack, look at the enemy's next activation and the objective scoring window. A lower-cost action may let a unit return sooner; a high-cost action can still be the right choice if it secures the mission. This is a planning principle, not a universal ranking of weapons.
Remember the two-TL defeat penalty as well. Defeating an enemy changes its position on the track, while your attacking unit has already paid its own action cost. Keep both sides of that exchange visible.
Try a Timeline cost
One cost payment; effects, stacks and scenario exceptions are not applied.