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Loadout and Setup
Before the first round, players roll initiative and assign weapon and shield cards into the hand slots of the loadout section on their player mat.
Loadout
- The player mat has a loadout section holding weapon and shield cards. Weapons and shields are cards, not separate components.
- Loadout is organized by body slot. Which slot a weapon or shield occupies determines the arcs it covers — see Combat and Facing.
Loadout slots
The loadout is a fan of cards on the left side of the mat. Cards overlap like a hand you're paying down:
- The leftmost card is the left hand.
- The rightmost card is the right hand.
- Cards in the middle are whatever the fighter has ready — spares, or future slots.
(An earlier draft had a reserved Head slot; dropped to keep the loadout simple.)
Pre-round setup
- Roll for initiative.
- Assign weapons and shields into hand slots (loadout).
Load-out changes during play
- Visiting an edge hex lets a fighter change their load-out (swap weapon/shield cards in hand slots), with the help of their support team — see Board and Movement.
- Exactly what can be swapped, and whether it costs seconds, is unresolved — see Open Questions.
Example play-mat

Drawn from the design notes (not AI-generated): the loadout is a fan of cards on the left (leftmost = left hand, rightmost = right hand, middle = whatever's ready); the burn-down track is the main area — three full card slots (3 → 2 → 1) with an expiry zone — the water debt pile, tallied at end of round. Nothing else is on the mat; water and prestige are tracked off-mat (method TBD).
Weight
Weight is intended to be a factor in the loadout and weapon system, but is not yet designed. It likely interacts with movement cost (seconds?) and/or initiative. This needs resolving before the loadout rules are final — see Open Questions.