You get three moves on your move phase.
Every Ammenite unit must be broken or dead. Alternatively, after ten turns, you still have your fort resource node.
Take all four resource nodes.
Khalean units can go anywhere north of the river. New Khalean units (after setup) start in any forest northern edge of the map.
Ammenite units can go anywhere south of the river. New Ammenite units (after setup) start at the southern edge of the map.
The Ammenite camp's resource node and the Khalean fort's node are already captured by their respective owners.
Ammeni gets to go first.
Ammeni starts with:
Total resource cost: 44
Khale starts with:
Total resource cost: 39
Khale starts with five resource points. Ammeni starts with none.

Ranged: They shoot arrows.

Hammerhand: If you break a unit and spend a Vigor point, it must retreat one square. If it can't, it is dead. Your unit can advance into that square if you want.

Poisoner: can do lasting damage by spending Reason.

Guerillas: One bonus die to defend when in woods.

Ranged: They throw spears.

Tree-walker: On his unit's move, if they are in woods, he can spend a point from Reason, removing the unit from the board. They are in the "Green World." On the player's next move phase, the first move must be to place the unit on any empty woods location on the map.